UnknowX

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  1. Yeah, I agree that an item trashing system or at least an item agrupation system (the one used to group monster meat on the ground) in between log ins would be nice to avoid more lag. But my point is that the sea it self is not causing lag just by been there. That is because, as it was mentioned in a previous update, a new rendering system was implanted to load items only on a certain proximity to the players, this was to optimise data usage and prevent lag. If I'm not wrong the first attempt at implementing this system failed and generated some lag, but the thing is that the lag issue is been worked on to allow a better experience
  2. The fact that the map tripled in size without detrimental effects to the game speed (at least no one has complain about more lag issues because of the sea), kinda proves that the game engine can manage more expansions in the map size.
  3. Not quite, the new ocean pretty much tripled the size of the explorable map, and my proposal would keep all the content in the same two servers
  4. Well, by that logic ROT should stop adding stuff to the sea and main game because it would eventually make it to heavy to run. Also, not to be insensible to the economic pleas of some of the community, but my 7 year old budget laptop runs the game fine. You can always lower the graphical settings of the game if your PC is strugling, besides, Klei has made some buffering changes to the game to optimise memory use, without a doubt with the future changes in mind. But getting back to the topic at hand, the DST sea would benefit greatly from more shipwrecked mechanics, like waves, biomes and mobs. Also, I believe that both sailing mechanics could coexist. The big ROT ships are mobile bases and can sustain structures like winch pinch and other craftables that no other shipwrecked boat can sustain. While smaller boats could help for discovery and fighting, while at the same time been more weak and prone to damage by waves.
  5. Not saying that it was the rule for new DLC characters, but it was the common aspects between them
  6. Yes, but not a paid DLC character, he was more of an update to the all accessible rooster of characters, also he doesn't fit the non human/from the constant/not necessarily cannon identity of the previous 3 DLC characters.
  7. I know, I know, this is a controversial opinion, some on the forums outright despise the idea and some can't wait for this to happen outside of a mod. But most of the players are indifferent or haven't experienced the solo expansions to have a solid opinion on the matter. I personally are all for the integration of expansions content into the DST experience. for the following reasons: 1.- the possibilities for new crafts and events are limitless. Lots of new items could only be crafted by combining resources from the different areas. And more intricate in game events could be triggered by accomplishing different tasks and reuniting resources from the different lands. 2.- having access to the shipwrecked content could rapidly fill the DST sea, that is currently 90% desolate water and sea stacks, and adding Hamlet like ruins to the caves could bring a breath of fresh exploration air to the DST ruins, that for now are all on top of platforms. 3.- adapting and adding all that content could bring more variability to surviving in the constant, as resource management is different on each area. Players could spawn randomly in one of the main 3 areas, making survival a bit harder for more experienced players and struggle to get to the desired location. 4.- merging the lands's into the two current DST Map servers wouldn't be an issue. On the main map server, the main constant continent could be at the center, the Shipwrecked like content could be accessible by boat to the south. To the north out of the edge of the world map could lie the Hamlet Platos. All of this in a single server. The caves server could also house the volcano areas and serve as an access point for the Hamlet areas. The climate system could change between the correspondent seasons depending on which part of the map you are located at the time, the same way the climate changes between latitudes on the real world. 5.- imagine the combination of mechanics you could put in your custom worlds. With some tweaks to the world generation options, you could combine seasonal mechanics. Have volcanic summers, lushy springs, foggy winters, floding springs or windy winters. Or just make it random for more of a challenge. 6.- combining all the content into a single game would allow the DS team to focus on...a single game. Which could also feature the solo experience and adventure mode. Those are my ideas for a unified experience. What do you think?
  8. Well, so far the DLC characters are creatures, from the constant, and also kinda lore adjacent, so the only character that fills the bill would be Wilba, since she is born in the constant and already a creature. But I would prefer a new character, maybe with more cave related perks.
  9. Hunting in the caves could be a cool mechanic, but yes, the rewards shouldn't be food oriented. The King Moleworm could attack from underground and cause small earthquakes and or cave-ins, his loot could be a variety of minerals (including fossils and rare gems) and rocky turfs (making it renewable). The Queen Deepworm, that could raise from the abyss of the caves. Attacking you by spawning other deep worms and slamming the ground with it's head and trying to eat you. it's loot table could consist of its teeth (to make tooth sword) and it's big lure, an item could be planted to create a new lesser glow berry spawning point (but only on the caves, it would wilt under the direct sun light). The Jack Rabbit would be a super Jack bunny man (wererabbit like), that could be initially non hostile to you, but if you carry any meat it would never stop chasing you until it kills you or you kill it (even if you get rid of the meat item). His loot could be a rabbit coat, that would give you freeze insulation and a huge sanity aura.
  10. You are right, my bad, I was remembering an old build of the no-eyed deer XD
  11. I was thinking of some new items and crafts that could be drop by the new and old mobs on the game. Here are my ideas: -Rock jaw: I really loved this new mob, I would even love to see a big boss Shark in the future. But back to the loot, it would be cool to have him drop his rock jaw upon defeat. It could be used to make a better anchor (with some gears and electric doodads) that could rise faster, or a grappling hook like add-on for the boats that would allow you to get items from far from your boat. -Crab king: besides the trident blue print, his loot table is not very impressive, even drops lots os sea shells that we would hardly use. I think he should drop pieces of his magic crown (wizard stone), that you could use to craft a piece of armor with 80% damage reduction (4 wizard stones + 2 moon rocks + 2 ropes), that can be repaired with moon rocks, where you could socket gems for added effects (blue: no overheating or fire damage/ red: no freezing or cold damage/ purple: no sanity changes (up or down)/ green: faster crafting (like Winona)/ yellow: speed boost and light radius)/ orange: items will be pulled towards you (you can pick them yourself), the socketed gem effect is permanent while the armors durability doesn't reach zero%, but if the armor breaks you lose the socketed gem and the wizard stone pieces used to craft it will fall to the ground (you can pick them up and recraft the armor) . You can take the gem out and change it for another as long as the armor is at 100% durability. -Gnarwail: he should be more agresive once attacked, and only lose his horn when he dies, or at least keep attacking you with the horns on his back, to make him more challenging. Also, since he is a whale, he could drop blubber, like the whales on shipwrecked. This could be used for food or as a crafting material for shipwrecked like clothing items. -Shattered Spider den: when a tier 3 normal spider den on the moon island tries to spawn a spider queen, the spider queen should mutate into a Shattered Spider Den. Now for some old mobs: -Varg: a nasty surprise at the end of a trail. His loot table is just 1-3 tooth + 4-6 monster meat, nothing impressive for all the fight. They should spawn a Hound mound after they die. This will also give us another source of bone shards and make hound mounds renewable. Also, he could a new item called "Varg Hide", that could be used to make a Varg cape, made with a Varg Hide + 1 Rope + 6 Tooth. This item makes hounds follow you and not attack you. But they will still attack every other mobs on sight. -No-eye-deer: they should drop bone shards if killed while having a horn.
  12. I would love some updates to the sprites of crop seeds and growth cycles, similar to the ones of the Gorge. It would be an easy update and most of the sprites already exist, also, they could finally introduce wheat. It would be cool to have a Gorge like farming system. Maybe not to replace the the one that we already have, but as an alternative. The till would only work on some turfs and plants that grow outside of basic and improved farms would wilt like in the Gorge. This would keep farms as a relevant mechanic, and tilling an early game option with an even slower growth rate.
  13. My idea for the underwater ruins area would be to get access to a another ancient civilization, an ancient Merm civilization, giving us some lore on why the Merms don't have a king and why Wurt is trying to rebuild their society. The other island could have big lake areas and some new mobs roaming around, maybe even some Merm folk like from the Gorge and a Merm queen who is trying to get things back to normal. The player could aid in the reconstruction of of the Merm civilization and by doing this we could get access to trade, new shops, a new type of currency system (like fish of even other type of coin) and many other stuff. And yes, this could mean unlocking Wurt in Hamlet.
  14. So, Hamlet has only 3 seasons and a Aporkalypse mode, that last until you change the Aporkalypse calendar. But when we look at the transitions between seasons something is lacking. When going through lush season to temperate season, all the bramble just dies, without any explanation. I think that a new drought season could solve this inconcistency. The drought would kill the brambles, but it would also make all plants wither. Flowers and vegetables will dry on the wild and give grass when picked up, also some foods and plant ingredients would disappear from shelves in shops, so food will be scarce during this season, making you plan ahead. Also, all water bodies will dry up, revealing new caves entrances and or access to new ruins to explore, other ancient civilizations with different types of relics and maybe a new island with some of the unimplemented mobs like zebs, chickens and the snap dragon and some new mobs. After the Drought seasons ends and the caves flood again, you could get back to the main island throu other system of caves similar to the ones you use to get back from the BFB island. What do you think?
  15. I love this Idea. It would give a very needed shake up to the variety of content in the return of them update. Maybe it could finally introduce shipwrecked like small boats, because the bioluminescent cave could have narrow parts. Also, maybe, who knows, could be a port of access to the under ocean, that could give us access to a shipwrecked map.
  16. So, I was thinking about the new mobs and boat upgrades we got from "Troubled Waters", and thought about some improvements to the loot tables of some of the mobs past and present and their posible applications: -Rock shark: I really loved this new mob, I would even love to see a big boss Shark in the future. But back to the loot, it would be cool to have him drop his rock jaw upon defeat. It could be used to make a better anchor (with some gears and electric doodads) that could rise faster, or a grappling hook like add-on for the boats that would allow you to get items from far from your boat. -Crab king: besides the trident blue print, his loot table is not very impressive, even drops lots os sea shells that we would hardly use. I think he should drop pieces of his magic crown (wizard stone), that you could use to craft a piece of armor with 80% damage reduction (4 wizard stones + 2 moon rocks + 2 ropes), that can be repaired with moon rocks, where you could socket gems for added effects (blue: no overheating or fire damage/ red: no freezing or cold damage/ purple: no sanity changes (up or down)/ green: faster crafting (like Winona)/ yellow: speed boost and light radius)/ orange: items will be pulled towards you (you can pick them yourself), the socketed gem effect is permanent while the armors durability doesn't reach zero%, but if the armor breaks you lose the socketed gem and the wizard stone pieces used to craft it will fall to the ground (you can pick them up and recraft the armor) . You can take the gem out and change it for another as long as the armor is at 100% durability. -Gnarwail: he should be more agresive once attacked, and only lose his horn when he dies, or at least keep attacking you with the horns on his back, to make him more challenging. Also, since he is a whale, he could drop blubber, like the whales on shipwrecked. This could be used for food or as a crafting material for shipwrecked like clothing items.
  17. I really love the new rock shark mob, but I wish we could get better loot after killing him. His rock jaw pretty muck looks like something that could be turn into a weapon or a boat device, like a faster anchor or grappling jaws to retrieve far away items on the sea.
  18. You could use them in the rain, because you can equip the upgrades and still use other items on the slots (the only one that doesn't allow you to use another item is the tracker sense upgrade, because you have to slot a item for it to track). My main idea behind the overcharging destroying the upgrades would be to not make them overpowered. But I see your point, and originally I thought that the capacitor body's function could be a heat upgrade (something like a lighting rod head) same functions, only that in a head slot. Thanks for the feedback.
  19. Thanks guys, I put a lot of thought into Wilson's refresh idea
  20. Now for our favorite nihilistic robot... WX-78: a very powerful character with a few broken mechanics. On the Forge he could electrocute enemies after they attacked him and had increased electric damage, on the Forge he had a Speed boost. His gameplay is very solo orientated, so he needs more multiplayer oriented characteristics. - Can upgrade with gears: he will spawn with 3 gears already installed, and he will still be able to upgrade with up to 15 gears, but he will be able to take the gears out of him self, in case he needs to build something with them or share them with another players. He will have a gear indicator, showing how many of out of /15 he has on himself. Extra gears above 15 will have no extra effects on him (no more healing with gears). - Charged by lighting: here is where things get interesting. Lighting will have the same effects (sanity penalty, health gain and 50% speed increase, light radius), but with a cost. After the overload effect ends your internal machine will get stuck, and you will drop from 1 to 3 gears, downgrading you for the amount of gears you that you drop. Also, these gears will get magnetized, and you will actively repeal them (you can pick them up, but if you try to install them they will drop to the grown again) until the magnetization effect passes (2 in-game days). But if some other character picks it up, they will demagnetize instantly. - Damaged by water: works the same - Not a picky eater: works the same - Can upgrade with parts: he will have a upgrade tab, that will allow him to make new parts for the hand, chest and head slots and also batteries to power the extra upgrades. Eating batteries will power the upgrades with no negative effects. Been overcharge by lightning or electric attacks, will make the some upgrades stronger temporarily, but as soon as the overdrive charge runs out the upgrade will explode, giving you a -20 health damage. The upgrades go in the slots, but you can still equip items on the slots. They can be exchanged freely, unless they overcharge, when they will lock in to place untill they explode. ~battery (2 gold + 1 cut stone + 1 nitre): by eating the battery you will get energy for your upgrades. 1 battery equals 1 in-game day of energy, but if you have more than 1 upgrade equiped, you the energy will be consumed faster. Head ~heat vision (2 red gem + 2 electrical doodad): will give you infrared vision (Like wagstaff infrared Google's). ~tracker sense (1 compass + 2 electrical doodad + 1 living log): when equiped, you can put any item on the head slot, and your heat will buzz the closer you come to another unit of the same item, it will also buzz near sources of the item (a mix of navigadget and divining rod). Body ~energy capacitor (2 gold + 2 electric doodad + 1 gear): will channel lighting and electric attacks to give you the equivalent of the two battery charges, will prevent you from becoming overcharge. Doesn't consume energy. ~furnace body (2 red gem + 2 electric doodad + 1 gears): your body will irradiate heat, similar to a scaled furnace. Every flammable item on your inventory (not counting back packs) will turn so ashes, and food will get cooked. Will also heat nearby characters, and produce a small radius of light to at least ward off Charlie. If overcharged, you will slowly overheat and when the upgrade explodes you will set everything on a three tile radius on fire. ~freezer body (2 blue gems + 2 electric doodad + 1 gear): your body will cool the surrounding area, food will spoil at half the normal normal rate. Will stop ice from melting and will cool thermal stones. Will cool nearby characters. if overcharged, you will slowly freeze and when the upgrade explodes will freeze everything on a three tile radius around you. Hand Buzzer hand ( 2 gold + 2 electric doodad + 1 volt goat horn): will add electric damage to attacks. if overcharged, you also get a 1,5 x damage multiplier untill it explodes. cursed hand (2 nightmare fuel + 2 electric doodad + 1 thelucite): will make shadow tentacles spawn around what your target. If overcharged, the shadow tentacles spawn rate will double. And when it explodes many shadow tentacles will spawn between you and your enemy.
  21. I've been thinking a lot about what the new characters and refreshed characters characteristics and balance changes have been aiming for, also about the new skills and special abilities the characters have displayed on The Forge and The Gorge. The main idea behind all the recent changes is to increase the sinergy among them, like the woodie/Weremoose and wortox tank combo or Wickerbottom and Wormwood farm combo, but at the same time, making characters amazing on their own, for the crowd (me included) who likes to play solo. So I think that's is the main direction for all the future reworks, to make character good by themselves if you put the effort, but amazing in conjunction with other characters. Here are my ideas: Wilson: The default character, and also the no downsides character, good to understand the basics of the game on your first go. On the Forge he was a healer, and in the forge he cook slightly faster some dishes. He also got trapped in the shadow throne for a while, and it's been hinted that his arms have turned dark because of the exposure. He has been shown to maybe not be good at inventing new stuff, but has a gnack for learning. -Growns a magnificent beard: no changes to this mechanic. -Has some medical training: he can use healing items on himself and other character for double the healing. (Valid for mosquito sacks, honey polteus -Loves to shares his knowledge: he can make blueprints of the things he has crafted (by using a cartografers desk + papyrus and pencil), good to shares special blueprints among the group. When someone learn his blueprints, he will gain 15 sanity. - His arms have a memory of their own: he can craft items that couldn't be craft without a specific crafting station (like the pseudoscience station or celestial orb), but doing this cost him some sanity (-40 per craft). - Can read Wickerbottoms books. Wickerbottom: The pristine support character. On the Forge after dealing some damage, her next spell got a buff, and in the Gorge she could use her applied horticulture to speed crop harvests. She needs some mayor tweaks to balance her a little She is a frail lady: she will hurt herself doing hard labor, getting 3 health damage if completely mining a boulder and 1, 2 and 3 health damage for completely cutting a tree depending if it's stage 1, 2 or 3 respectively. Also get double the damage while overheating and freezing. -Far from her prime: has a x0,8 penalty on damage dealt while attacking. This goes with the fact that she is old and frail and has to rely on her books. -No more insomnia (it's a nothing downside, barely anyone sleeps at all in the game, and doesn't allow her to get gifts on Christmas) -Hates food spoilage (the same as it is now) -Knows many things (the same as it is now) -Self publishes books: This is her defining characteristic, but needs some balance, so she will only be able to use her books when having enough sanity to do so, most people agree that this is the most necessary change she needs for balance sake. Now, to counterbalance this a little, crafting a book (publishing it), would give her 10 sanity back. I also like the idea of her been able to craft a book shelf to put her books and it giving her and those around it some sanity in return the more books it has (credit not mine on the bookshelf idea). Also, she would get some new books: -Geological formations (2 papyrus + 1 gold + 1 nitre), 5 uses: spawns 2-3 boulders on the ground around the caster, but the type of boulder would depend on the biome. Rocky biomes wold spawn a mix of regular and gold vine boulders, desert biome would only spawn rock boulders, moon island could spawn moon glass boulders and been in the open sea would spawn sea stacks. Also, reading it around trees in the Forrest would petrify them. Maybe even petrify mobs like in the forge. -Winter wonderland ( 2 papyrus + 1 blue gem + 10 ice), 5 uses: will cool you and the area around it to 0 °C instantly, the area will remain at that temperature for 10 seconds, so you cold freeze if you remain on it for too long, can freeze water around. If cast near the water it will create an ice plataform allowing you to walk over it (good for crossing gaps between biomes) -The power of eye (2 papyrus + 1 dearclops eye + 1 thick fur), 5 uses (10 if Wickerbottom or Maxwell): this book can be read by every character, it will give you a damage boost of x1,25, that will last until you loose a total of half your health (if your health is 200, when you lose a total of 100 health the effect will disappear, healing doesn't change the total lost healt) or when you are frozen or put to sleep. Not good for tanking, but amazing if you are a master kitter. -Wind instruments (2 papyrus + 5 down feathers + 5 malbatros feathers), 5 uses: it will make wind blow towards the caster from the edges of the screen, dragging items on the ground or in the water towards the player, has a 50% chance of uprooting grass an twigs from grass tuffs and saplings (uprooted items won't move that much). Helps harvesting and puling items on the water near shore or towards the boat. -From the moon to the earth (2 papyrus + 1 iridescent gem + 5 moon rock), 10 uses: summons a meteor on the target (can be aimed), does 500 damage, if target survives, it gets stunned for 10 seconds, requires full 1/2 of full sanity to use. More coming soon...
  22. As a woodie main I can say that I kinda miss the log meter. It was a fun and unique downside, but easy to manage. My idea was to have an specific trigger for each curse besides the idols to make his curses more of a down side without taking away your control over them: Werebeaver: bring back the logmeter. Every time it's below 30%, you will transform, but hunger will still become the weremeter (low logmeter is just the trigger). After you transform back, the logmeter goes back to 100% Weregoose: every time you reach 80% wetness you will transform., Because of the weregoose natural insulation, you will dry of while in this form. As a bonus, everytime you shipwreck or fall into the sea, you will become weregoose on the spot (you still leave half your inventory where you transform). Weremoose: will be trigger by naughtyness. Reach 25 points of naughtyness and you will transform. It's balanced because you won't trigger it while fighting spiders or hounds. Eating monster foods and full moon will still trigger random transformations. Idols still work the same. Also, to balance the power of the transformations even more, I think that the hunger meter should become the Weremeter while retaining the drain percentage. This will force you to be at full hunger to rip the advantages of a transformation, and avoid people from just eating idol repeatedly to scape hunger.
  23. Had the same problem, the retrofitting for this update is still bugged for now. The islands image will spawn over already existing sea stacks, but the game considera that the island is sea so you can't land on it, and the crab hermit will be nowhere to be found. Also, the circular formation of sea stacks for the crab king doesn't seem to spawn in retrofitting currently. Interestingly, while trying to retrofit the hermit island into the old world map, it seems to try to put it into the corners of the map.